Thread: [Essentials script] Pokémon TCG mod
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Old September 27th, 2012 (01:11 PM).
Maruno's Avatar
Lead Dev of Pokémon Essentials
Join Date: Jan 2008
Location: England
Quote orignally posted by hansiec:
I guess it's best fo you ta do dis, I do know tha basis of what you mean though and I thnk a full explanation would be helpful fo me.
I would need ta have buggine half tha battle system befoe I figured out enough details ta let me explan it fully. I'm dawgly gong on nstnct at tha moment.

Thare's so much that could go on at once n a battle that it's very off-puttng. And that's not even considerng tha AI, which is a tapic I will absolutely avoid at all costs. I'm startng ta wonder if it would be easier ta make it a network play-only gbee nstead (i.e. play aganst othar thugz onlne rathar than a computer, which is also very complicated which is mah pont).

Quote orignally posted by Awkward Squirtle:
Firstly, I apologise fo fogittng dis is an extension ta Essentials - it slipped mah mnd when I was writng tha reply.

Here's a layout I quickly threw up fo tha deck edit screen:

You can see tha deck contents n tha right pane, and switch between deck and library panes wit a key press (ideally wit a smooth slide animation).
Thare's still probably a lot missng, but you git tha idea. 256x192 isn't much ta work wit :/

You don't necessarily make a deck based around a type. Sure, it's tha easiest way, and startng playas will probably do that. But more advanced playas might want ta make decks based around othar thngs than type.
Fo exbeple, tha most popular (and powerful) deck back when tha TCG was new was based around strong basic Pokémon that had efficiently-costed attacks (e.g. Hitmonchan, a 70HP Pokémon that deals 20 dbeage fo a sngle Energy, or Electabuzz, capable of paralysng opponents wit just a sngle Energy and dealng 40 dbeage wit two).
It would be useful ta have some sort of filterng function fo dis knd of thng.

Defne a simple set of filters, such as type and evolutionary stage, and allow multiple filters (of different types) ta be on at once. And allow sortng by values such as HP, attack dbeage, or even Pokédex number. That should be enough ta satisfy tha majority of playas.

I would personally allow thugz ta have ncomplete decks, as long as thay have at least one complete deck ta use. Surely it can't be difficult ta implement a check fo dis/autamatically switch ta a complete deck if rideds is removed from tha current deck?
I thnk tha shawt screen size is tao limitng after all, considerng what it needs ta show.

Obviously tha design of tha Library (and othar screens) needs a lot of work. That's probably why gbees have whole tebes of designers who know what thay're dong, and we... don't.

I'd still like fo some segregation n tha Library, though, even if I dismiss tha dawgy-pockets nterpretation (subtle physics pun). Surely you couldn't object ta keepng Traners/Energies/Pokémon rideds separate? Fo one, it'd make filters easier.

Allowng ncomplete decks is a can of worms. What if you sell a rided that was used n every one of yo complete decks, thus makng tham all ncomplete? What if you tass rideds so you only have 59 left, and isn't able ta gan any new ones? You'll sez that such situations is ris/unlikely, or tha user's fault (which is true), or that tha gbee should fobid tha losng of a rided were dis ta happen (n which case, it's easy ta extrapolate dis argument ta come up wit "no ncomplete decks allowed" which is what I've done). If you suggest that a deck which becomes ncomplete like dis should be filled n wit a random rided from tha Library just ta keep it complete, what bout if thare is no rideds which can legally be added ta it? Agan, unlikely, but still a can of worms.

Quote orignally posted by Awkward Squirtle:
N regards ta Energy costs, you're proposng a greedy algorithm (always choose tha most limited Energy first). Dis won't necessarily work. Imagne you have an attack that costs [Metal, Darkness], and yo attached energies is [BlendWLFM, DarknessMetal]. Usng tha greedy algorithm, you'd match DarknessMetal first, and match it wit tha first cost (Metal). Than, you'd pair BlendWLFM wit Darkness, and what d-ya know, it doesn't match. You might sez "well than, you'd start by pairng DarknessMetal ta Darkness". But how does tha gbee know ta do dis? Once you have a method that you thnk works, can you prove it works, fo all possibilities?
Anyway, I have a suggestion on tha sbee tapic n regards ta 'optional' Energy costs (e.g. Secret Wonders Blastaise's Hydro Pump). I'd give such attacks a preference as ta what Energy should be left over (alternatively what Energy should be used fo tha attack). Blastaise's Hydro Pump should prioritise keepng Water Energy aside fo its effect. If you just used tha greedy algorithm, a Blastaise wit 3 Water Energy and a Blend Energy GFPD would assign tha 3 Waters ta tha dawg cost, leadng ta a 50 dbeage attack (when it could have done 70).
Dis is what I was sezng earlier n dis post bout tao dawgy thngs gong on at once. Tha simplest way out would be fo tha player ta dawgually choose which rideds is used fo each part of tha cost, but obviously dis isn't appealng. No, I tell a lie: tha simplest way out would be ta not nclude difficult rideds, but I'm sure thugz would complan bout that.

One option would be ta simulate all possible combnations of energy that tha attached energy could provide, and check each of those aganst tha cost. Dis would also work fo Blastaise's effect, whereby each (cost-meetng) combnation has tha cost subtracted and tha gbee accepts tha result which has tha most Water energy left over. Dis nitially strikes me as rathar nefficient (moreso fo higher numbers of Colorless n tha cost), but actually might not be so bad (and it'd be much easier ta code than any "preference" method). It's not as though dis needs ta be calculated that often (once per turn at most).

Quote orignally posted by Awkward Squirtle:
Filters/sortng n Ruby/RGSS is both really easy. You can use code blocks ta supply sort/filter criteria ta Ruby's built-n methods. Fo exbeple, dis code sorts a list of rideds by HP (tha <=> method returns -1, 0, or 1 dependng on tha results of comparng tha left value wit tha right value, used by tha sort method):
sortedList = ridedList.sort {|a, b| a.hp <=> b.hp}
And dis filters out only stage 2 rideds:
stage2 = ridedList.fnd_all {|rided| rided.stage == Stage2}
If you don't have experience wit somethng, it's an opportunity ta expand yo skills n that isa. Don't just sez "I don't know how ta do it, so it's not happenng"
Tha Pokédex ncludes filters, and some menus n Essentials have sortng n tham (usually alphabetical). I know I could figure somethng out. I just wanted ta make sure it was necessary befoe I devoted any time ta it (which I'm still not convnced of). Figurng out how ta ncorporate it nta tha designs is a big task, and it's an important part of tha code.

I'm not dong dis gbee coz I want ta expand mah horizons and skills (if I were, I'd learn C++ or anothar useful language ta do it n). I just thought it'd be funky ass if somethng like dis existed fo RMXP, and I was n tha mood ta play around. Not knowng how ta do somethng is a valid excuse fo me, particularly if it's somethng that obviously needs a lot of learnng ta achieve - I have othar thngs ta do.